As requested on the Multicellular concepts thread, I will present the current Cell Specialisation concept here separately for review, comment and changes.
Background
One of our focuses in the Multicellular Stage is cell specialisation: both the player and auto-evo should (and should want to) make different cell types for highly specific functions. Basically, if some function can be isolated in a certain cell type and removed from other cell types, it should be. This both matches what we see in real biology, and is a mechanically interesting difference to separate the Multicellular from the Microbe stage.
As for the exact reason why this happens in reality, it’s not entire clear, but as I have previously written elsewhere:
Theory
While I would love to hear the opinions of the Theory team on this, as far as I can tell, the exact reason are still unclear. As King apparently put it:
The transition to multicellularity that launched the evolution of animals from protozoa marks one of the most pivotal, and poorly understood, events in life’s history.
From there in combination with some other sources, the best I can conclude is something along the lines of “doing less things in one cell is more efficient”, whether that be from not having as much of the DNA exposed to damage, or not having to rewire and remodel the cell every time you have to do something else.
The current concept
The mechanics are conceptually simple:
Give a numerical performance bonus to each cell part, based on the percentage of the cell’s hexes that are taken up by this cell part.
As an example, having a cell that is 50% just spikes gets a 50% reduction in spike osmoregulation cost.
A different bonus is applied to each part, as in the list below.
Variants to this system
Just give everything an osmoregulation cost reduction instead of unique benefits. Is simple to implement, might even be more realistic, but is far more boring to interact with.
Instead of looking at total hex usage, we look purely at the number of different types of organelles.
The benefit is that it strongly encourages total specialisation, with no one thylakoid left somewhere that you don’t need. (Also might be more realistic in that way, the cell not having to spare any effort on something at all is far bigger than doing something less)
The downside is that there’s no clear benefit to gradual specialisation if you don’t remove whole types of organelles from a cell type at once.
Of course, a combination is also possible: One bonus for proportion of hexes dedicated to one thing, and a separate final bonus for reducing the number of different organelles in a cell. But that might be layering on too many mechanics.
(Again, would also help make specialised microbes a bit stronger.)
Prokaryotic and eukaryotic versions of the same organelle type could be treated as the same, to avoid switching from one to the other bringing down effectiveness at first.
In the opposite direction, two organelles of the same type but with two different upgrades could be treated as different. For example pili versus injectisomes.
Firstly, we have a category that is still simply an osmoregulation cost reduction. Either because there are no other numerical values to act on, or because there are numbers, but they don’t make sense to act on:
- Chemoreceptor (numbers like detection range are something you want to have control over. Boosting them makes no sense.)
- Perforator Pilus (I don’t think upping the damage of individual pili based on their proportion makes logical sense).
For most cell parts, it is actually quite simple. The category “just increase Bioprocess Speed”:
- Chemoplast
- Chloroplast
- Ferroplast
- Hydrogenase
- Hydrogenosome
- Melanosome
- Metabolosomes
- Mitochondrion
- Nitroplast
- Rusticyanin
- Thermoplast
- Thermosynthase
I think for some of the prokaryotic cell parts it makes sense to focus on just their primary objective, instead of the incidental ATP production. The category “Increase Bioprocess Speed, like above, but ignore Glycolysis”:
- Chemosynthesizing Protein
- Nitrogenase
- Thylakoids
Now for the slightly more complicated and perhaps more unique cases:
- Bioluminescent Vacuole: Increase Bioprocess Speed, so more ATP into more… light. Which sounds wasteful for now, but I would also boost the bonus it gives to oxygen resistance.
- Cilia: Increased bonus to rotation speed.
- Cillia (Pulling): Increased range and/or strength of pull while engulfing.
- Cytoplasm: Actually quite interesting. According to the previous pattern, could just give this a Bioprocess Speed upgrade. But, this is more commonly used (I think) to quickly get to a larger size (and sometimes get storage). So I could see a combined Osmoregulation cost reduction/Bioprocess Speed/Storage increase bonus here, or focus on just Osmoregulation cost reduction (with or without storage).
- Flagellum: Increased speed, equally increased ATP usage.
- Lysosome: Increased contribution to Digestion Speed and Efficiency.
- Slime Jet: Increased Bioprocess Speed, but also equally shoots out mucilage faster for more speed.
- Slime Jet (Mucocyst): Increased Bioprocess Speed. I think doing anything like to further enhance its defensive abilities might move balance in the wrong direction.
- Toxin Vacuole: Increased Bioprocess Speed, but perhaps also further increased fire rate that each organelle gives.
- Toxisome: Like above, but explicitly don’t boost the glycolysis.
- Vacuole: Increased storage.
The exempted:
- Binding Agent: Obviously you have one in every cell in multicellular. I would just ignore its hex in the “percentage of hexes dedicated to each organelle type” calculation. It could also increase the bonuses from this whole system (if the system is present pre-multicellular).
- Nucleus: Like above, but even more strongly because the large number of hexes is a big distortion on the system.
- Signalling Agent: Really, the only difference with the Binding Agent is that it can be removed. So, its hex could be included in the calculation so that you choose to only keep it in one cell. It could even get the Osmoregulation cost reduction. This way, it could be worth it to make one cell somewhere of a cell type that only has the signalling agent and just enough energy to keep it going.
Cell adjacency
As a side note, one way to handle the cell adjacency system is by amplifying the effects of this cell specialisation system. Cells that have a specialisation bonus in a certain organelle, also amplify specialisation bonuses for that same organelle in adjacent cells.
Example
Rough number example:
- Example cell 1 is 60% chloroplasts, so gets a 0.5x60%=30% boost to chloroplast process speed.
- Two adjacent cells also have the same ratio, so each give a 2/6x30%=10% boost-to-the-boost.
- There’s one adjacent cell that’s only 30% chloroplasts, so it gives 2/6x15%=5% boost-to-the-boost. Boost-to-the-boost total is 2.5+5+5=25%.
- End result? Cell A receives a 30%x1.25=37.5% boost to chloroplast process speed.
Numbers are obviously made up, bolded are the constants for balancing of the bonuses.
The math might not be immediately easy to understand, but I believe the end result is a very intuitive reward: the more you specialise cells, and the more you place those with the same specialisation together, the stronger they become.
I am also personally in favour of applying this system in the Microbe Stage, not just the Multicellular Stage. It would be biologically more correct, showing that both types of organisms operate under the same rules, Multicellular organisms have just found a way to bypass the rules. That same realisation is also fun from a player exploration perspective.
This would also help encourage Microbes that specialise in fewer metabolisms, instead of omnitrophs.
